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There can be more, depending on the OpenGL implementation/driver. However, I think you''ll find things can become intolerably slow with 8 lights already. What you should realise is that this means there may be 8 lights used while rendering a triangle. You may have any number of lights in your program, of course. What you should do is select the 8 most important lights and set up those. You could do this on a triangle basis, but it''s probably more efficient to do this per object (or in case of a bigger mesh, such as a Quake level, per sector).

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As you render each polygon, group of polygons, or whatever, you specify what eight lights are "active". Thus, you might light one object with the eight lights nearest to it, and another object with a totally different set of lights.

You can therefore create as many lights as you want...you just can''t have more than eight activated at any given time.

No consumer videocard on the market supports more lights than this in hardware (up to and including the Geforce 3 Ti 500 and Radeon 8500.)